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133,440 Commits over 4,293 Days - 1.30cph!

Ensure loaded scientist boats use the rhib scientists, not the oilrig scientists Remove clear target log
Today
adding more gesture anims for v4 update
Today
Update: OcclusionGroupTests - clear global Occludees hashset on every test start old logic leaks were polluting tests, making it more annoying to validate unit tests Tests: ran unit tests
Today
Bugfix: OcclusionGroups - new logic will cleanup non-local groups from itself if there's no connected player there This fixes how 2 sleepers interact with each other, and lets us reduce the size of groups overall Tests: ran unit tests, 4/226 fail
Today
Picture frames - fixed stretched textures in paintable area of standing frames, updated variants with photo capability
Today
Tests: OcclusionGroupTests - add validation that all groups have been cleaned up at the end of the test - some old logic based tests are failing this, so plugged it with a warning Tests: ran all unit tests, 8/226 fails
Today
meds box art
Today
IOEnt fixes, fix lightup frame flag issue, add visibility var for simplelights to pass through parent entity
Today
Tests: OcclusionGroupTest - disable assertions for known issues with old logic tests - Emitting "Skipping Assert for a known bug!" warnings for those instead Old occlusion grouping logic does not support moving sleepers at all. Also, seems to be failing to clean-up global occlusion groups tracking properly. Tests: ran all unit tests, 8/226 fail (only new logic that I've yet to fix)
Today
- Removed the Shadows section from the Graphics Settings menu - Added the Shadow Quality option to the Graphics Quality section of the graphics menu - Set up the Shadow Quality setting for each graphics preset
Today
Added grass shadows as part of the shadow quality presets and removed them from the World section of the graphics menu
Today
merge from main, shader fix
Today
Added the RUST_STD_FRAGMENT_NEEDS_UV2 define to the Standard shader as it's now needed for when the blend mask is set to UV2
Today
adding v4 rps gesture anims to source
Today
merge from main
Today
Updated model and textures for stone component box
Today
wood box matrix dressing and lods, prefab updated, icon updated, item updated, localization updated.
Today
- Updated the shadow settings to be set directly via the UI_SettingsTweakShadowPreset when the graphicssettings.shadowqualitypreset ConVar changes. - Made shadow related ConVars, other than the graphicssettings.shadowqualitypreset, developer only, as these should now only be set via the shadow quality presets. - Updated the presvious graphics.shadowquality ConVar name to graphics.shadowfilteringquality, as it controls the PCSS filtering quality of the shadows rather than the overall quality.
Today
Tests: OcclusionGroupTests - update expectations of all tests around newLogic and Asleep players This is currently catching a bug, so will need to fix later, after I sort the oldLogic failures next Tests: ran all unit tests, 22/226 failing
Today
fixed crickets ambience list to work with specific times
Today
Bugfix: OcclusionGroupTests - hookup serverMgr to Network.Server - clarified expectatios for TestVisibilityNear, will need to do more of it for sleepers They were unlinked, sso player's weren't fully transitioning to the sleeper state (no subscriber, no connection), letting more tests pass than expected Tests: ran unit tests, 23/226 fails, old logic started to fail as well
Today
Picture frames - fixed shutter materials for scrap frames
Yesterday
Tests: OcclusionGroupTests - Asleep players are now disconnected-asleep (no subscriber, no connection) Tests: ran unit tests, this fails 11/226 cases, all on new logic side
Yesterday
Tests: OcclusionGroupTests - new TestVisibilityAfterMovingToOutside (32) All simple cases covered, except for using actual sleepers. Next change will likely break a bunch of tests Tests: ran unit tests
Yesterday
merge from SKS_worldlodsupdate (140946)
Yesterday
Debug drawing
Yesterday
wood box prefabs updated
Yesterday
wood box corpse
Yesterday
wood box lods and gibs
Yesterday
Merge from naval_update
Yesterday
merge from main
Yesterday
Added initial shadow presets
Yesterday
Merge from naval_update
Yesterday
Advanced on-screen profiling using FrameTimingManager (WIP)
Yesterday
Improve Update() performance by caching is_in_motion state for every entity.
Yesterday
Improve Update() performance by caching is_in_motion state for every entity.
Yesterday
add screenshot mode for water SSR, works around cut off reflections in high res screenshots
Yesterday
add underwater fog blending for tropical shores in deep sea
Yesterday
fix merging of island heights with TerrainMeta.HeightMap.deepSeaHeights
Yesterday
Merge from main
Yesterday
Fix the GUID warning that was actually caused by looking up path for empty / null prefab
Yesterday
Adjust floating city HLOD settings to prevent casino pop in S2P all floating cities
Yesterday
merge from main
Yesterday
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Yesterday
merge from main
Yesterday
set up steam item for artist pack, linked to all items, set up sprays
Yesterday
Picture frames - reverted light up frames to correct material
Yesterday
scrapframe shutter mat tweaks, deleted unused textures
Yesterday
scrapframe fixed blending on backs, fixed barbed wire uvs, added new shutters